CJacobsSA's Forum Posts

  • That worked, thank you! Very rarely, the invisible super-speed bullet will phase through the wall due to collision wonkiness and I'll end up with the same problem, but I think it's just a matter of finding the right size for the bullet and the right speed for it to go.

  • Hello, I'm having a weird issue that maybe you might be able to help with. My game is a top-down space shooter, and I'd like one of the player's abilities to be a sort of "blink" teleport, where you jump a bit ahead in whatever direction you're moving. That part I was able to get down just fine and in open space it works perfectly just like this:

    But the problem I'm having now is, I don't know how to confine the player's teleporting to the playable area. Here's a rudimentary doodle as an example (the black part is the wall of the playable area).

    Right now what happens when the player blinks is this:

    The ship goes inside the wall and just gets stuck there. What I'd like to happen is something like this:

    The player stays outside the wall and only teleports as far as they can go before going inside it. How would I go about coding something like this?

  • Ah, I figured it out. I was using a really old version of node webkit and just replacing the old files with the current ones in my Construct install fixed it. Now games that I export using it run just fine (tested a couple different projects). Phew, glad the problem is not with my computer! Thank you very much for the help!

  • I tested it out on my laptop and yep, it played fine. Task manager shows nothing out of the ordinary, it hovers at a consistent couple-of-percent CPU and 9000K memory usage.

    Re: NW.js, how do I fix that? After I download it from the link you gave, it gives me an installer and I'm not sure what to do with it.

    edit: For reference, when I export it through Construct 2, I just go straight to export via node-webkit and then run the exe file from the resulting folder to test it. Should I be doing something else instead?

  • Oh. The problem might actually be with my computer then, and not the game. I have no idea why it would be stuttering. And thanks for the heads up on updating, I guess I am behind a bit. I'll put the game on a flash drive or something after exporting and test it on my laptop. If it runs fine then the problem is likely with my PC in which case I have no idea what could be causing the issue.

    On the PC I normally use I have an Nvidia GTX 760, and I just updated to the latest drivers yesterday. I use an intel i5 4670 and have 16 gb ddr3 ram. It's definitely capable of running games like this, or at least, it should be.

  • Here's a zipped up random game I'm working on that has this problem, I stripped out all the unnecessary stuff. It's just a basic breakout-type game I'm in the middle of converting from a tutorial I followed into my own game. There will be a few variables and stuff that don't do anything because I didn't give you the whole project (because it's a bit large).

    puu.sh/kLcQJ/89cbc69747.rar

    edit: Oops, I misread that, you said you wanted a .capx. Well let me know if this doesn't suffice and I'll give you that instead. I did export it in this state though just to test it and it does have the same problem.

  • I am using the latest stable version of Construct 2 (r212.2), fully up-to-date. How do I find out what version of nw.js I'm using? Is it automatically updated with Construct 2?

    No, it does not happen when exporting the built-in project examples, only with my own projects. Which I suppose means whatever is wrong is definitely my fault.

    edit: I have downloaded the latest version of nw.js but I don't know what to do with it. I'm still petty new at this.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Thread title pretty much describes my issue. When I'm previewing the game in a browser it runs just fine, but once I export it via Node-Webkit to turn it into an application, running the program ends up with awful stuttering and eventually a full hard-lock (I have to close the program in task manager to make it go away).

    This happens with any game I export, even though the games themselves are very small and don't have much to load/unload at a moment's notice. The most annoying thing of all is that sometimes it runs perfectly fine, with no hitches whatsoever. Why is this happening, what could be causing it? I am on Win 7 64-bit if that matters.

  • Don't worry, that's not a stupid question as I hadn't really given that much thought myself. Thinking about it, I marked them as solid so that I wouldn't have to define collisions for each type of brick manually; with the ball object marked as solid they bounce off of each other and all of the bricks (the different kinds of bricks are marked as solid as well) without requiring any extra code from me.

    If doing that is the best way to solve my issue though, I'll do that instead.

  • I'm making a breakout clone as my first real project and I've run into an issue with creating a multi-ball power-up. The multi-ball works properly and creates new balls, but because of the way Construct handles solids, the new ball that spawns is stuck in place and does not move. This is because the new ball spawns inside the old one; it has its angle/speed set when it's spawned, but Construct intentionally freezes solids that spawn on top of each other in place, so that code doesn't work (see the solid behavior in the manual - scirra.com/manual/104/solid intentionally).

    I want to solve this by having the code spawn the new ball in a random, guaranteed-empty spot near the old ball instead. However, I have no idea how to go about doing this, so I would appreciate some help!

  • Never mind, I figured it out. I placed the sprite object in a container for the hitbox object and changed my code to look like the following:

    Then I did this:

    Instead of just having them outside of the "for each" event, which was what I had before... and now they animate separately! I know the standing/airborne variables seem a bit redundant, but they're used independently outside of these two events for the enemy so they're both necessary there.

  • Fairly simple question but something that has stumped me regardless. Here's the situation:

    The sprites for the test enemies I recently placed in my game are tied to an object called "hitbox_test_enemy", and at the start of each layout they are spawned like so:

    Doing this creates a "sprite_test_enemy" at the position of each hitbox and sets that sprite to the position of the hitbox that spawned it. However, I don't know how to make the different "sprite_test_enemy"s animate independently. Whenever one animation is set to play on one, it affects all of them. How do I make it so that my "set animation" events (such as when the enemy is hit, dies etc.) only affects the relevant one and not all of them?

  • I see! Well, I'll make a branch real quick to test out bullet behavior instead of physics behavior to see if I like it better, I'm sure it won't take too long to find what I like better. Either way, your object timescale solution worked, so thank you both for your help! I appreciate it!

  • Although I'm not sure if this would work with physics and I doubt using physics is the wisest decision in this particular case, using the system action set object timescale, for a certain amount of time could get you this effect..

    Why do you say that? Are there hitches with physics that the bullet behavior doesn't have?

  • Thank you both, through a combination of your posts I got it working with physics and all. My next question is: Is there a way to get the enemy's physics to "pause" for a split second when it hits the ground for a bounce, then continue as it was just to give it a bit more oomph?